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Feature: auto-detect map height limit based on generated map
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This opens up the true power of the TGP terrain generator, as it
is no longer constrainted by an arbitrary low map height limit,
especially for extreme terrain types.

In other words: on a 1kx1k map with "Alpinist" terrain type, the
map is now really hilly with default settings.

People can still manually limit the map height if they so wish,
and after the terrain generation the limit is stored in the
savegame as if the user set it.

Cheats still allow you to change this value.
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TrueBrain committed Mar 26, 2021
1 parent 1a1049b commit 422e132
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Showing 8 changed files with 52 additions and 10 deletions.
15 changes: 15 additions & 0 deletions src/genworld.cpp
Expand Up @@ -33,6 +33,7 @@
#include "game/game_instance.hpp"
#include "string_func.h"
#include "thread.h"
#include "tgp.h"

#include "safeguards.h"

Expand Down Expand Up @@ -285,6 +286,20 @@ void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_setti
InitializeGame(_gw.size_x, _gw.size_y, true, reset_settings);
PrepareGenerateWorldProgress();

if (_settings_game.construction.map_height_limit == 0) {
uint estimated_height = 0;

if (_gw.mode == GWM_EMPTY && _game_mode != GM_MENU) {
estimated_height = _settings_game.game_creation.se_flat_world_height;
} else if (_settings_game.game_creation.land_generator == LG_TERRAGENESIS) {
estimated_height = GetEstimationTGPMapHeight();
} else {
estimated_height = 0;
}

_settings_game.construction.map_height_limit = std::max(MAP_HEIGHT_LIMIT_AUTO_MINIMUM, std::min(MAX_MAP_HEIGHT_LIMIT, estimated_height + MAP_HEIGHT_LIMIT_AUTO_CEILING_ROOM));
}

/* Load the right landscape stuff, and the NewGRFs! */
GfxLoadSprites();
LoadStringWidthTable();
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3 changes: 3 additions & 0 deletions src/genworld.h
Expand Up @@ -46,6 +46,9 @@ static const uint CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY = 4; ///< Value for custom
static const uint CUSTOM_SEA_LEVEL_MIN_PERCENTAGE = 1; ///< Minimum percentage a user can specify for custom sea level.
static const uint CUSTOM_SEA_LEVEL_MAX_PERCENTAGE = 90; ///< Maximum percentage a user can specify for custom sea level.

static const uint MAP_HEIGHT_LIMIT_AUTO_MINIMUM = 30; ///< When map height limit is auto, make this the lowest possible map height limit.
static const uint MAP_HEIGHT_LIMIT_AUTO_CEILING_ROOM = 15; ///< When map height limit is auto, the map height limit will be the higest peak plus this value.

typedef void GWDoneProc(); ///< Procedure called when the genworld process finishes
typedef void GWAbortProc(); ///< Called when genworld is aborted

Expand Down
15 changes: 12 additions & 3 deletions src/genworld_gui.cpp
Expand Up @@ -45,6 +45,15 @@ enum GenerateLandscapeWindowMode {
GLWM_SCENARIO, ///< Generate flat land.
};

/**
* Get the map height limit, or if set to "auto", the absolute limit.
*/
static uint GetMapHeightLimit()
{
if (_settings_newgame.construction.map_height_limit == 0) return MAX_MAP_HEIGHT_LIMIT;
return _settings_newgame.construction.map_height_limit;
}

/**
* Changes landscape type and sets genworld window dirty
* @param landscape new landscape type
Expand Down Expand Up @@ -974,7 +983,7 @@ struct CreateScenarioWindow : public Window
this->SetWidgetDisabledState(WID_CS_START_DATE_DOWN, _settings_newgame.game_creation.starting_year <= MIN_YEAR);
this->SetWidgetDisabledState(WID_CS_START_DATE_UP, _settings_newgame.game_creation.starting_year >= MAX_YEAR);
this->SetWidgetDisabledState(WID_CS_FLAT_LAND_HEIGHT_DOWN, _settings_newgame.game_creation.se_flat_world_height <= 0);
this->SetWidgetDisabledState(WID_CS_FLAT_LAND_HEIGHT_UP, _settings_newgame.game_creation.se_flat_world_height >= MAX_TILE_HEIGHT);
this->SetWidgetDisabledState(WID_CS_FLAT_LAND_HEIGHT_UP, _settings_newgame.game_creation.se_flat_world_height >= GetMapHeightLimit());

this->SetWidgetLoweredState(WID_CS_TEMPERATE, _settings_newgame.game_creation.landscape == LT_TEMPERATE);
this->SetWidgetLoweredState(WID_CS_ARCTIC, _settings_newgame.game_creation.landscape == LT_ARCTIC);
Expand Down Expand Up @@ -1062,7 +1071,7 @@ struct CreateScenarioWindow : public Window
this->HandleButtonClick(widget);
this->SetDirty();

_settings_newgame.game_creation.se_flat_world_height = Clamp(_settings_newgame.game_creation.se_flat_world_height + widget - WID_CS_FLAT_LAND_HEIGHT_TEXT, 0, _settings_game.construction.map_height_limit);
_settings_newgame.game_creation.se_flat_world_height = Clamp(_settings_newgame.game_creation.se_flat_world_height + widget - WID_CS_FLAT_LAND_HEIGHT_TEXT, 0, GetMapHeightLimit());
}
_left_button_clicked = false;
break;
Expand Down Expand Up @@ -1108,7 +1117,7 @@ struct CreateScenarioWindow : public Window

case WID_CS_FLAT_LAND_HEIGHT_TEXT:
this->SetWidgetDirty(WID_CS_FLAT_LAND_HEIGHT_TEXT);
_settings_newgame.game_creation.se_flat_world_height = Clamp(value, 0, _settings_game.construction.map_height_limit);
_settings_newgame.game_creation.se_flat_world_height = Clamp(value, 0, GetMapHeightLimit());
break;
}

Expand Down
4 changes: 3 additions & 1 deletion src/lang/english.txt
Expand Up @@ -1206,7 +1206,9 @@ STR_CONFIG_SETTING_CITY_APPROVAL :Town council's
STR_CONFIG_SETTING_CITY_APPROVAL_HELPTEXT :Choose how much noise and environmental damage by companies affect their town rating and further construction actions in their area

STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT :Map height limit: {STRING2}
STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT_HELPTEXT :Set the maximum allowed height of the map; neither the terrain generator nor you can build higher than this limit
STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT_HELPTEXT :Set the maximum allowed height of the map; neither the terrain generator nor you can build higher than this limit. On (auto) it will pick a good value after terrain generation
STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT_VALUE :{NUM}
STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT_AUTO :(auto)
STR_CONFIG_SETTING_TOO_HIGH_MOUNTAIN :{WHITE}You can't set the map height limit to this value. At least one mountain on the map is higher
STR_CONFIG_SETTING_AUTOSLOPE :Allow landscaping under buildings, tracks, etc.: {STRING2}
STR_CONFIG_SETTING_AUTOSLOPE_HELPTEXT :Allow landscaping under buildings and tracks without removing them
Expand Down
8 changes: 4 additions & 4 deletions src/table/settings.ini
Expand Up @@ -394,16 +394,16 @@ base = GameSettings
var = construction.map_height_limit
type = SLE_UINT8
from = SLV_194
guiflags = SGF_NEWGAME_ONLY | SGF_SCENEDIT_TOO
def = DEF_MAP_HEIGHT_LIMIT
guiflags = SGF_NEWGAME_ONLY | SGF_SCENEDIT_TOO | SGF_0ISDISABLED
def = 0
min = MIN_MAP_HEIGHT_LIMIT
max = MAX_MAP_HEIGHT_LIMIT
interval = 1
str = STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT
strhelp = STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT_HELPTEXT
strval = STR_JUST_INT
strval = STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT_VALUE
proc = ChangeMaxHeightLevel
cat = SC_BASIC
cat = SC_ADVANCED
[SDT_BOOL]
base = GameSettings
Expand Down
15 changes: 14 additions & 1 deletion src/tgp.cpp
Expand Up @@ -237,7 +237,20 @@ static height_t TGPGetMaxHeight()
int map_size_bucket = std::min(MapLogX(), MapLogY()) - MIN_MAP_SIZE_BITS;
int max_height_from_table = max_height[_settings_game.difficulty.terrain_type][map_size_bucket];

return I2H(std::min<uint>(max_height_from_table, _settings_game.construction.map_height_limit));
/* If there is a manual map height limit, clamp to it. */
if (_settings_game.construction.map_height_limit != 0) {
max_height_from_table = std::min<uint>(max_height_from_table, _settings_game.construction.map_height_limit);
}

return I2H(max_height_from_table);
}

/**
* Get an overestimation of the highest peak TGP wants to generate.
*/
uint GetEstimationTGPMapHeight()
{
return H2I(TGPGetMaxHeight());
}

/**
Expand Down
1 change: 1 addition & 0 deletions src/tgp.h
Expand Up @@ -11,5 +11,6 @@
#define TGP_H

void GenerateTerrainPerlin();
uint GetEstimationTGPMapHeight();

#endif /* TGP_H */
1 change: 0 additions & 1 deletion src/tile_type.h
Expand Up @@ -22,7 +22,6 @@ static const int MAX_VEHICLE_PIXEL_Y = 96; ///< Maximum heig
static const uint MAX_TILE_HEIGHT = 255; ///< Maximum allowed tile height

static const uint MIN_MAP_HEIGHT_LIMIT = 15; ///< Lower bound of maximum allowed heightlevel (in the construction settings)
static const uint DEF_MAP_HEIGHT_LIMIT = 30; ///< Default maximum allowed heightlevel (in the construction settings)
static const uint MAX_MAP_HEIGHT_LIMIT = MAX_TILE_HEIGHT; ///< Upper bound of maximum allowed heightlevel (in the construction settings)

static const uint MIN_SNOWLINE_HEIGHT = 2; ///< Minimum snowline height
Expand Down

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